actually offloading the swaying of trees to the GPU via a vertex shader is a very real possibility, and infact can be done in CS and has been by various projects, this along with a texture map that shows how much each part of the geometry should be effected by this wind, and you have quite a complex little system for dealing with wind.

Yes, you can use Python in CS, but it's not enough to making a game. You must code the game in C++. Python can be used for scripting in the game (AI, events, GUI, etc).

This is innacurate, the PYTHON bindings are capable of coding whole CS applications in python, just as you would C++ (although knowing python without understanding how to use the C++ behind it isn't reccommended as step by step documentation is shakey at best for pure python CS apps)

Also, in order to use game maker with DLLs you must have the registered version (which costs US$20), so having someone help you with this might be a bit ambitious. Also it only runs on windows, and this goes against the platform independant nature of Crystalspace, so it's unlikley support for game-maker will be nativley included in crystalspace.

That said, generation of the various function wrappers into their own GameMaker specific DLL's is a possibility but that would only enable you to use Crystalspace Functions in GM-script it would be more like using GM script as a scripting language and would not be so far different from actually using Crystalspace as you would with C++.

Is the dev-team ment to port the engine to every single random, rapid application development program that everyone asks for because you're too lazy to learn a valuable and widely used programming language(C++) I think you're the one who needs to wake up.

Admittedly you didn't get a straight answer to your question, but there is no straight answer to your question, Crystalspace does not run on a single DLL, it is highly modular and depends on alot of things, if you're looking for a way to port it you may be looking for a long time, and because noone here has experience with game maker, and you are unable to provide instructions about on how to expose C++ code to game maker despite a rather vague "you put some code at the top" then you are going to be able to find much help.

As for the lack of people capable of helping you, this is a community forum, and as such we have fewer people who are able to answer questions compared to the number of people asking them (this is not the primary source of Crystalspace information) Jorrit is very gratious to give up his time to attempt to help people, the other developers are often too busy working on either the project or follow other streams of CS information (mailing lists, IRC) to put their full attention to every question on this board.

I have half a mind to lock or delete this topic, instead it will be merged with your previous topic so that people can view the context before they judge the engine on this topic alone, if any you,a moderator or any users think this is too harsh, please PM me.

Well the article seems innacurate, althought you don't need as much programming knowledge as if you were you write you're own 3D engine, there is still alot of programming involved. It is however possible to run Crystalspace with python through the iScript interface, but it's laregly undocumented and may take a while to understand.

Crystalspace does have morph/vertex animation in the form of an spr3D. It's just a matter of finding an exporter for 3Dsmax, which i'm positive their at least used to be (unsure of how maintained it is). This may however be not what you're looking for, as "morph animation" can sometimes mean things like morph-targets and etc, which althought cal3d (which CS utilises) can do, there is very little documentation on.

Also note that per-vertex animation is extremly memory intensive because you need to keep the locations of every vertex every keyframe, you may be better-off using bone animation.

The process is known as geomorphing, and doing on a large scale on the CPU is a bit costly, you can do it on the GPU with good results if you really wanted to, but otherwise it's not that desireable as it slows the framerates down on an average scene by a large amount for something that is not that noticeable. :

Here is some data from an article on geomorphing.

Mininum Scene:

No geomorphing: 586 fps

Software Geomorphing: 312 fps

an article on the subject is here if you wanted to try your hand at it:

Althought it shouldn't crash,Microsoft Visual C++ 6.0 is no longer supported in the CVS (0.99) version of crystalspace, VC6 project files are no longer being generated and ugly VC6 work arounds are being removed, if you can't afford a new version of MSVC, there is the Express Edition of MSVC 8 available for free at the microsoft site.